Task Analysis
Introduction
The primary goal of this instruction is for learners (programmer’s
at Advanced Systems Technology) to understand object-oriented
programming and how it is used in Macromedia Flash MX. Since object-oriented
programming is such a broad subject, the instruction will only
cover one sub-goal. The sub-goal for this instruction is for learners
to be able to build an object from scratch in Flash MX using actionScript
(flash MX’s native programming language) and be able to
create properties and methods for that object. This sub-goal is
a critical part of the primary goal because it gives learners
a basic understand of object- oriented programming and allows
them to build their own objects in actionScript and be able to
define the object using properties and methods. Being able to
use these components in Flash MX will be a big step towards understanding
object-oriented programming and how it is used in Flash MX.
Information Processing Analysis
1. Open the actionScript panel in Flash MX and change the normal
mode setting to expert mode.
2. Decide on an object that you want to use
3. Create a new object and give it a name.
4. Decide on properties associated with that object.
5. Create properties that pertain to that object and give those
properties values.
6. Decide on methods associated with that object.
7. Create methods that pertain to that object.
8. Check if all the properties and methods associated with your
object are the ones that you will use. If they are not, then repeat
steps 5,6,7 and 8.
Prerequisite Analysis
1. Open the actionScript panel in Flash MX and change
the normal mode setting to expert mode.
a. Locating the actionScript
panel
b. Locating the settings for
changing the modes.
c. Distinguishing the difference
between normal mode and expert mode.
2. Decide on an object that you want to use.
a. Know the definition of an
object.
3. Create a new object and give it a name.
a. Know how objects are used
in Flash MX.
b. Know the syntax for creating
new objects in Flash MX.
4. Decide on properties associated with that object.
a. Know the definition of a
property.
b. Know how properties are
used in an object.
5. Create properties that pertain to that object and give those
properties values.
a. Know the syntax for creating
properties in Flash MX.
b. Know what a value is and
how it is used in properties.
6. Decide on methods associated with that object.
a. Know the definition of a
method.
b. Know how methods are used
with an object.
7. Create methods that pertain to that object.
a. Know the syntax for creating
methods in Flash MX.
8. Check if all the properties and methods associated with your
object are the ones that you will use. If they are not, then repeat
steps 5,6,7 and 8.
Learning Objectives
1. Terminal Behavior
  - Define an object, a property, and a method.
  -Identify an object, a property, and a method.
  -Create an object in Flash MX.
  - Create methods associated with the object.
  - Create properties associated with
the object.
2. Conditions of Demonstration
  - Given a variety of different methods, properties, and
objects, learners will choose the objects.
  -Given a variety of different methods, properties, and
objects, learners will choose the properties.
  - Given a variety of different methods, properties, and
objects, learners will choose the methods.
  -Learners can create an object in Flash MX.
  - Given an object, learners can create properties associated
with that object.
  - Given an object, learners can
create methods associated with that object.
3. Standards or Criteria
  - Given ten method, ten properties, and ten objects, learners
will choose at least 90% of all the methods.
  - Given ten method, ten properties, and ten objects, learners
will choose at least 90% of all the properties.
  - Given ten method, ten properties, and ten objects, learners
will choose at least 90% of all the objects.
  - Learners will name at least five different kinds of objects,
methods, and properties.
  -Given an object, learners will write at least five different
methods associated with that object.
  -Given an object, learners will write at least five different
properties associated with that object.